com.unity.netcode.gameobjects@1.0.0-pre.4

The format is based on [Keep a Changelog](https://keepachangelog.com/en/1.0.0/) and this project adheres to [Semantic Versioning](https://semver.org/spec/v2.0.0.html).

Additional documentation and release notes are available at [Multiplayer Documentation](https://docs-multiplayer.unity3d.com).

## [1.0.0-pre.4] - 2021-01-04

### Added

- Added `com.unity.modules.physics` and `com.unity.modules.physics2d` package dependencies (#1565)

### Removed

- Removed `com.unity.modules.ai` package dependency (#1565)
- Removed `FixedQueue`, `StreamExtensions`, `TypeExtensions` (#1398)

### Fixed
- Fixed in-scene NetworkObjects that are moved into the DDOL scene not getting restored to their original active state (enabled/disabled) after a full scene transition (#1354)
- Fixed invalid IL code being generated when using `this` instead of `this ref` for the FastBufferReader/FastBufferWriter parameter of an extension method. (#1393)
- Fixed an issue where if you are running as a server (not host) the LoadEventCompleted and UnloadEventCompleted events would fire early by the NetworkSceneManager (#1379)
- Fixed a runtime error when sending an array of an INetworkSerializable type that's implemented as a struct (#1402)
- NetworkConfig will no longer throw an OverflowException in GetConfig() when ForceSamePrefabs is enabled and the number of prefabs causes the config blob size to exceed 1300 bytes. (#1385)
- Fixed NetworkVariable not calling NetworkSerialize on INetworkSerializable types (#1383)
- Fixed NullReferenceException on ImportReferences call in NetworkBehaviourILPP (#1434)
- Fixed NetworkObjects not being despawned before they are destroyed during shutdown for client, host, and server instances. (#1390)
- Fixed KeyNotFound exception when removing ownership of a newly spawned NetworkObject that is already owned by the server. (#1500)
- Fixed NetworkManager.LocalClient not being set when starting as a host. (#1511)
- Fixed a few memory leak cases when shutting down NetworkManager during Incoming Message Queue processing. (#1323)

### Changed
- The SDK no longer limits message size to 64k. (The transport may still impose its own limits, but the SDK no longer does.) (#1384)
- Updated com.unity.collections to 1.1.0 (#1451)
This commit is contained in:
Unity Technologies
2021-01-04 00:00:00 +00:00
parent f5664b4cc1
commit 36d07fad5e
59 changed files with 1585 additions and 681 deletions

View File

@@ -15,8 +15,10 @@ namespace Unity.Netcode.RuntimeTests.Metrics
public class MessagingMetricsTests : DualClientMetricTestBase
{
private const uint k_MessageNameHashSize = 8;
private static readonly int k_NamedMessageOverhead = (int)k_MessageNameHashSize + FastBufferWriter.GetWriteSize<MessageHeader>();
private static readonly int k_UnnamedMessageOverhead = FastBufferWriter.GetWriteSize<MessageHeader>();
// Header is dynamically sized due to packing, will be 2 bytes for all test messages.
private const int k_MessageHeaderSize = 2;
private static readonly int k_NamedMessageOverhead = (int)k_MessageNameHashSize + k_MessageHeaderSize;
private static readonly int k_UnnamedMessageOverhead = k_MessageHeaderSize;
protected override int NbClients => 2;

View File

@@ -14,6 +14,8 @@ namespace Unity.Netcode.RuntimeTests.Metrics
{
private const string k_NewNetworkObjectName = "TestNetworkObjectToSpawn";
private NetworkObject m_NewNetworkPrefab;
// Header is dynamically sized due to packing, will be 2 bytes for all test messages.
private const int k_MessageHeaderSize = 2;
protected override Action<GameObject> UpdatePlayerPrefab => _ =>
{
@@ -58,7 +60,7 @@ namespace Unity.Netcode.RuntimeTests.Metrics
var ownershipChangeSent = metricValues.First();
Assert.AreEqual(networkObject.NetworkObjectId, ownershipChangeSent.NetworkId.NetworkId);
Assert.AreEqual(Server.LocalClientId, ownershipChangeSent.Connection.Id);
Assert.AreEqual(FastBufferWriter.GetWriteSize<ChangeOwnershipMessage>() + FastBufferWriter.GetWriteSize<MessageHeader>(), ownershipChangeSent.BytesCount);
Assert.AreEqual(FastBufferWriter.GetWriteSize<ChangeOwnershipMessage>() + k_MessageHeaderSize, ownershipChangeSent.BytesCount);
}
[UnityTest]

View File

@@ -11,7 +11,9 @@ namespace Unity.Netcode.RuntimeTests.Metrics
{
internal class ServerLogsMetricTests : SingleClientMetricTestBase
{
private static readonly int k_ServerLogSentMessageOverhead = 2 + FastBufferWriter.GetWriteSize<MessageHeader>();
// Header is dynamically sized due to packing, will be 2 bytes for all test messages.
private const int k_MessageHeaderSize = 2;
private static readonly int k_ServerLogSentMessageOverhead = 2 + k_MessageHeaderSize;
private static readonly int k_ServerLogReceivedMessageOverhead = 2;
[UnityTest]

View File

@@ -13,7 +13,9 @@ namespace Unity.Netcode.RuntimeTests.Metrics
{
internal class TransportBytesMetricsTests : SingleClientMetricTestBase
{
static readonly long MessageOverhead = 8 + FastBufferWriter.GetWriteSize<BatchHeader>() + FastBufferWriter.GetWriteSize<MessageHeader>();
// Header is dynamically sized due to packing, will be 2 bytes for all test messages.
private const int k_MessageHeaderSize = 2;
static readonly long MessageOverhead = 8 + FastBufferWriter.GetWriteSize<BatchHeader>() + k_MessageHeaderSize;
[UnityTest]
public IEnumerator TrackTotalNumberOfBytesSent()

View File

@@ -450,7 +450,7 @@ namespace Unity.Netcode.RuntimeTests
if (!waitResult.Result)
{
throw new Exception();
Assert.Fail("Predicate condition failed");
}
}

View File

@@ -103,6 +103,8 @@ namespace Unity.Netcode.RuntimeTests
var serverNetVarCount = serverNetVarsToUpdate.Count;
yield return new WaitForSeconds(0); // wait a frame to make sure spawn is done
// todo: with Snapshot spawns enabled and the current race condition, the following line is needed:
// yield return new WaitForSeconds(0.2f); // wait a bit to fix the spawn/update race condition
foreach (var netVar in serverNetVarsToUpdate)
{

View File

@@ -0,0 +1,132 @@
using System.Collections;
using NUnit.Framework;
using UnityEngine;
using UnityEngine.TestTools;
namespace Unity.Netcode.RuntimeTests
{
/// <summary>
/// Tests that check OnNetworkDespawn being invoked
/// </summary>
public class NetworkObjectOnNetworkDespawnTests
{
private NetworkManager m_ServerHost;
private NetworkManager[] m_Clients;
private GameObject m_ObjectToSpawn;
private NetworkObject m_NetworkObject;
internal class OnNetworkDespawnTestComponent : NetworkBehaviour
{
public bool OnNetworkDespawnCalled { get; internal set; }
public override void OnNetworkSpawn()
{
OnNetworkDespawnCalled = false;
base.OnNetworkSpawn();
}
public override void OnNetworkDespawn()
{
OnNetworkDespawnCalled = true;
base.OnNetworkDespawn();
}
}
[UnitySetUp]
public IEnumerator Setup()
{
Assert.IsTrue(MultiInstanceHelpers.Create(1, out m_ServerHost, out m_Clients));
m_ObjectToSpawn = new GameObject();
m_NetworkObject = m_ObjectToSpawn.AddComponent<NetworkObject>();
m_ObjectToSpawn.AddComponent<OnNetworkDespawnTestComponent>();
// Make it a prefab
MultiInstanceHelpers.MakeNetworkObjectTestPrefab(m_NetworkObject);
var networkPrefab = new NetworkPrefab();
networkPrefab.Prefab = m_ObjectToSpawn;
m_ServerHost.NetworkConfig.NetworkPrefabs.Add(networkPrefab);
foreach (var client in m_Clients)
{
client.NetworkConfig.NetworkPrefabs.Add(networkPrefab);
}
yield return null;
}
[UnityTearDown]
public IEnumerator Teardown()
{
// Shutdown and clean up both of our NetworkManager instances
if (m_ObjectToSpawn)
{
Object.Destroy(m_ObjectToSpawn);
m_ObjectToSpawn = null;
}
MultiInstanceHelpers.Destroy();
yield return null;
}
public enum InstanceType
{
Server,
Host,
Client
}
/// <summary>
/// Tests that a spawned NetworkObject's associated NetworkBehaviours will have
/// their OnNetworkDespawn invoked during NetworkManager shutdown.
/// </summary>
[UnityTest]
public IEnumerator TestNetworkObjectDespawnOnShutdown([Values(InstanceType.Server, InstanceType.Host, InstanceType.Client)] InstanceType despawnCheck)
{
var useHost = despawnCheck == InstanceType.Server ? false : true;
var networkManager = despawnCheck == InstanceType.Host || despawnCheck == InstanceType.Server ? m_ServerHost : m_Clients[0];
// Start the instances
if (!MultiInstanceHelpers.Start(useHost, m_ServerHost, m_Clients))
{
Debug.LogError("Failed to start instances");
Assert.Fail("Failed to start instances");
}
// [Client-Side] Wait for a connection to the server
yield return MultiInstanceHelpers.WaitForClientsConnected(m_Clients, null, 512);
// [Host-Server-Side] Check to make sure all clients are connected
var clientCount = useHost ? m_Clients.Length + 1 : m_Clients.Length;
yield return MultiInstanceHelpers.WaitForClientsConnectedToServer(m_ServerHost, clientCount, null, 512);
// Spawn the test object
var spawnedObject = Object.Instantiate(m_NetworkObject);
var spawnedNetworkObject = spawnedObject.GetComponent<NetworkObject>();
spawnedNetworkObject.NetworkManagerOwner = m_ServerHost;
spawnedNetworkObject.Spawn(true);
// Get the spawned object relative to which NetworkManager instance we are testing.
var relativeSpawnedObject = new MultiInstanceHelpers.CoroutineResultWrapper<NetworkObject>();
yield return MultiInstanceHelpers.Run(MultiInstanceHelpers.GetNetworkObjectByRepresentation((x => x.GetComponent<OnNetworkDespawnTestComponent>() != null), networkManager, relativeSpawnedObject));
var onNetworkDespawnTestComponent = relativeSpawnedObject.Result.GetComponent<OnNetworkDespawnTestComponent>();
// Confirm it is not set before shutting down the NetworkManager
Assert.IsFalse(onNetworkDespawnTestComponent.OnNetworkDespawnCalled);
// Shutdown the NetworkManager instance we are testing.
networkManager.Shutdown();
// Since shutdown is now delayed until the post frame update
// just wait 2 frames before checking to see if OnNetworkDespawnCalled is true
var currentFrame = Time.frameCount + 2;
yield return new WaitUntil(() => Time.frameCount <= currentFrame);
// Confirm that OnNetworkDespawn is invoked after shutdown
Assert.IsTrue(onNetworkDespawnTestComponent.OnNetworkDespawnCalled);
}
}
}

View File

@@ -1,5 +1,5 @@
fileFormatVersion: 2
guid: e946a6fdcfcb9dd48b76b38871c0a77b
guid: 93f8ca7aa8b616746a1c15592830b047
MonoImporter:
externalObjects: {}
serializedVersion: 2

View File

@@ -115,6 +115,9 @@ namespace Unity.Netcode.RuntimeTests
Assert.That(clientNetworkManager.SpawnManager.SpawnedObjects.ContainsKey(dummyNetworkObjectId));
}
// Verifies that removing the ownership when the default (server) is already set does not cause
// a Key Not Found Exception
m_ServerNetworkManager.SpawnManager.RemoveOwnership(dummyNetworkObject);
var serverObject = m_ServerNetworkManager.SpawnManager.SpawnedObjects[dummyNetworkObjectId];
var clientObject = m_ClientNetworkManagers[0].SpawnManager.SpawnedObjects[dummyNetworkObjectId];

View File

@@ -11,9 +11,19 @@ namespace Unity.Netcode.RuntimeTests
{
public uint SomeInt;
public bool SomeBool;
public static bool NetworkSerializeCalledOnWrite;
public static bool NetworkSerializeCalledOnRead;
public void NetworkSerialize<T>(BufferSerializer<T> serializer) where T : IReaderWriter
{
if (serializer.IsReader)
{
NetworkSerializeCalledOnRead = true;
}
else
{
NetworkSerializeCalledOnWrite = true;
}
serializer.SerializeValue(ref SomeInt);
serializer.SerializeValue(ref SomeBool);
}
@@ -409,6 +419,28 @@ namespace Unity.Netcode.RuntimeTests
);
}
[UnityTest]
public IEnumerator TestINetworkSerializableCallsNetworkSerialize([Values(true, false)] bool useHost)
{
m_TestWithHost = useHost;
yield return MultiInstanceHelpers.RunAndWaitForCondition(
() =>
{
TestStruct.NetworkSerializeCalledOnWrite = false;
TestStruct.NetworkSerializeCalledOnRead = false;
m_Player1OnServer.TheStruct.Value =
new TestStruct() { SomeInt = k_TestUInt, SomeBool = false };
m_Player1OnServer.TheStruct.SetDirty(true);
},
() =>
{
return
TestStruct.NetworkSerializeCalledOnWrite &&
TestStruct.NetworkSerializeCalledOnRead;
}
);
}
[UnityTearDown]
public override IEnumerator Teardown()
{

View File

@@ -70,6 +70,7 @@ namespace Unity.Netcode.RuntimeTests.Physics
yield return NetworkRigidbodyTestBase.WaitForFrames(5);
// This should equal Kinematic
Assert.IsTrue(serverPlayer.GetComponent<Rigidbody2D>().isKinematic == Kinematic);
yield return NetworkRigidbodyTestBase.WaitForFrames(5);

View File

@@ -1,148 +0,0 @@
using System;
using System.Collections.Generic;
using UnityEngine;
namespace Unity.Netcode.RuntimeTests
{
/// <summary>
/// Used in conjunction with the RpcQueueTest to validate:
/// - Sending and Receiving pipeline to validate that both sending and receiving pipelines are functioning properly.
/// - Usage of the ServerRpcParams.Send.UpdateStage and ClientRpcParams.Send.UpdateStage functionality.
/// - Rpcs receive will be invoked at the appropriate NetworkUpdateStage.
/// </summary>
public class RpcPipelineTestComponent : NetworkBehaviour
{
/// <summary>
/// Allows the external RPCQueueTest to begin testing or stop it
/// </summary>
public bool PingSelfEnabled;
/// <summary>
/// How many times will we iterate through the various NetworkUpdateStage values?
/// (defaults to 2)
/// </summary>
public int MaxIterations = 2;
// Start is called before the first frame update
private void Start()
{
m_MaxStagesSent = Enum.GetValues(typeof(NetworkUpdateStage)).Length * MaxIterations;
//Start out with this being true (for first sequence)
m_ClientReceivedRpc = true;
}
/// <summary>
/// Determine if we have iterated over more than our maximum stages we want to test
/// </summary>
/// <returns>true or false (did we exceed the max iterations or not?)</returns>
public bool ExceededMaxIterations()
{
if (m_StagesSent.Count > m_MaxStagesSent && m_MaxStagesSent > 0)
{
return true;
}
return false;
}
/// <summary>
/// Returns back whether the test has completed the total number of iterations
/// </summary>
/// <returns></returns>
public bool IsTestComplete()
{
if (m_Counter >= MaxIterations)
{
return true;
}
return false;
}
private bool m_ClientReceivedRpc;
private int m_Counter = 0;
private int m_MaxStagesSent = 0;
private ServerRpcParams m_ServerParams;
private ClientRpcParams m_ClientParams;
private NetworkUpdateStage m_LastUpdateStage;
// Update is called once per frame
private void Update()
{
if (NetworkManager.Singleton.IsListening && PingSelfEnabled && m_ClientReceivedRpc)
{
//Reset this for the next sequence of rpcs
m_ClientReceivedRpc = false;
//As long as testing isn't completed, keep testing
if (!IsTestComplete())
{
PingMySelfServerRpc(m_StagesSent.Count, m_ServerParams);
}
}
}
private readonly List<NetworkUpdateStage> m_ServerStagesReceived = new List<NetworkUpdateStage>();
private readonly List<NetworkUpdateStage> m_ClientStagesReceived = new List<NetworkUpdateStage>();
private readonly List<NetworkUpdateStage> m_StagesSent = new List<NetworkUpdateStage>();
/// <summary>
/// Assures all update stages were in alginment with one another
/// </summary>
/// <returns>true or false</returns>
public bool ValidateUpdateStages()
{
var validated = false;
if (m_ServerStagesReceived.Count == m_ClientStagesReceived.Count && m_ClientStagesReceived.Count == m_StagesSent.Count)
{
for (int i = 0; i < m_StagesSent.Count; i++)
{
var currentStage = m_StagesSent[i];
if (m_ServerStagesReceived[i] != currentStage)
{
Debug.Log($"ServerRpc Update Stage ({m_ServerStagesReceived[i]}) is not equal to the current update stage ({currentStage})");
return validated;
}
if (m_ClientStagesReceived[i] != currentStage)
{
Debug.Log($"ClientRpc Update Stage ({m_ClientStagesReceived[i]}) is not equal to the current update stage ({currentStage})");
return validated;
}
}
validated = true;
}
return validated;
}
/// <summary>
/// Server side RPC for testing
/// </summary>
/// <param name="parameters">server rpc parameters</param>
[ServerRpc]
private void PingMySelfServerRpc(int currentCount, ServerRpcParams parameters = default)
{
Debug.Log($"{nameof(PingMySelfServerRpc)}: [HostClient][ServerRpc][{currentCount}] invoked.");
PingMySelfClientRpc(currentCount, m_ClientParams);
}
/// <summary>
/// Client Side RPC called by PingMySelfServerRPC to validate both Client->Server and Server-Client pipeline is working
/// </summary>
/// <param name="parameters">client rpc parameters</param>
[ClientRpc]
private void PingMySelfClientRpc(int currentCount, ClientRpcParams parameters = default)
{
Debug.Log($"{nameof(PingMySelfClientRpc)}: [HostServer][ClientRpc][{currentCount}] invoked. (previous output line should confirm this)");
m_ClientReceivedRpc = true;
}
}
}

View File

@@ -10,13 +10,13 @@ namespace Unity.Netcode.RuntimeTests
{
public class RpcTestNB : NetworkBehaviour
{
public event Action OnServer_Rpc;
public event Action<ulong, ServerRpcParams> OnServer_Rpc;
public event Action OnClient_Rpc;
[ServerRpc]
public void MyServerRpc()
public void MyServerRpc(ulong clientId, ServerRpcParams param = default)
{
OnServer_Rpc();
OnServer_Rpc(clientId, param);
}
[ClientRpc]
@@ -42,11 +42,12 @@ namespace Unity.Netcode.RuntimeTests
{
// This is the *SERVER VERSION* of the *CLIENT PLAYER*
var serverClientPlayerResult = new MultiInstanceHelpers.CoroutineResultWrapper<NetworkObject>();
yield return MultiInstanceHelpers.Run(MultiInstanceHelpers.GetNetworkObjectByRepresentation((x => x.IsPlayerObject && x.OwnerClientId == m_ClientNetworkManagers[0].LocalClientId), m_ServerNetworkManager, serverClientPlayerResult));
var clientId = m_ClientNetworkManagers[0].LocalClientId;
yield return MultiInstanceHelpers.Run(MultiInstanceHelpers.GetNetworkObjectByRepresentation((x => x.IsPlayerObject && x.OwnerClientId == clientId), m_ServerNetworkManager, serverClientPlayerResult));
// This is the *CLIENT VERSION* of the *CLIENT PLAYER*
var clientClientPlayerResult = new MultiInstanceHelpers.CoroutineResultWrapper<NetworkObject>();
yield return MultiInstanceHelpers.Run(MultiInstanceHelpers.GetNetworkObjectByRepresentation((x => x.IsPlayerObject && x.OwnerClientId == m_ClientNetworkManagers[0].LocalClientId), m_ClientNetworkManagers[0], clientClientPlayerResult));
yield return MultiInstanceHelpers.Run(MultiInstanceHelpers.GetNetworkObjectByRepresentation((x => x.IsPlayerObject && x.OwnerClientId == clientId), m_ClientNetworkManagers[0], clientClientPlayerResult));
// Setup state
bool hasReceivedServerRpc = false;
@@ -59,15 +60,16 @@ namespace Unity.Netcode.RuntimeTests
hasReceivedClientRpcRemotely = true;
};
clientClientPlayerResult.Result.GetComponent<RpcTestNB>().OnServer_Rpc += () =>
clientClientPlayerResult.Result.GetComponent<RpcTestNB>().OnServer_Rpc += (clientId, param) =>
{
// The RPC invoked locally. (Weaver failure?)
Assert.Fail("ServerRpc invoked locally. Weaver failure?");
};
serverClientPlayerResult.Result.GetComponent<RpcTestNB>().OnServer_Rpc += () =>
serverClientPlayerResult.Result.GetComponent<RpcTestNB>().OnServer_Rpc += (clientId, param) =>
{
Debug.Log("ServerRpc received on server object");
Assert.True(param.Receive.SenderClientId == clientId);
hasReceivedServerRpc = true;
};
@@ -79,7 +81,7 @@ namespace Unity.Netcode.RuntimeTests
};
// Send ServerRpc
clientClientPlayerResult.Result.GetComponent<RpcTestNB>().MyServerRpc();
clientClientPlayerResult.Result.GetComponent<RpcTestNB>().MyServerRpc(clientId);
// Send ClientRpc
serverClientPlayerResult.Result.GetComponent<RpcTestNB>().MyClientRpc();

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@@ -0,0 +1,73 @@
using System.Collections;
using NUnit.Framework;
using UnityEngine;
using UnityEngine.TestTools;
namespace Unity.Netcode.RuntimeTests
{
public class StopStartRuntimeTests
{
[UnityTest]
public IEnumerator WhenShuttingDownAndRestarting_SDKRestartsSuccessfullyAndStaysRunning()
{ // create server and client instances
MultiInstanceHelpers.Create(1, out NetworkManager server, out NetworkManager[] clients);
try
{
// create prefab
var gameObject = new GameObject("PlayerObject");
var networkObject = gameObject.AddComponent<NetworkObject>();
networkObject.DontDestroyWithOwner = true;
MultiInstanceHelpers.MakeNetworkObjectTestPrefab(networkObject);
server.NetworkConfig.PlayerPrefab = gameObject;
for (int i = 0; i < clients.Length; i++)
{
clients[i].NetworkConfig.PlayerPrefab = gameObject;
}
// start server and connect clients
MultiInstanceHelpers.Start(false, server, clients);
// wait for connection on client side
yield return MultiInstanceHelpers.Run(MultiInstanceHelpers.WaitForClientsConnected(clients));
// wait for connection on server side
yield return MultiInstanceHelpers.Run(MultiInstanceHelpers.WaitForClientConnectedToServer(server));
// shutdown the server
server.Shutdown();
// wait 1 frame because shutdowns are delayed
var nextFrameNumber = Time.frameCount + 1;
yield return new WaitUntil(() => Time.frameCount >= nextFrameNumber);
// Verify the shutdown occurred
Assert.IsFalse(server.IsServer);
Assert.IsFalse(server.IsListening);
Assert.IsFalse(server.IsHost);
Assert.IsFalse(server.IsClient);
server.StartServer();
// Verify the server started
Assert.IsTrue(server.IsServer);
Assert.IsTrue(server.IsListening);
// Wait several frames
nextFrameNumber = Time.frameCount + 10;
yield return new WaitUntil(() => Time.frameCount >= nextFrameNumber);
// Verify the server is still running
Assert.IsTrue(server.IsServer);
Assert.IsTrue(server.IsListening);
}
finally
{
// cleanup
MultiInstanceHelpers.Destroy();
}
}
}
}

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@@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: 97a5298e33ee4d32be46ce84fecdcd06
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

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@@ -56,8 +56,8 @@ namespace Unity.Netcode.RuntimeTests
var networkManagers = MultiInstanceHelpers.NetworkManagerInstances.ToArray();
var server = networkManagers.First(t => t.IsServer);
var firstClient = networkManagers.First(t => t.IsClient);
var secondClient = networkManagers.Last(t => t.IsClient);
var firstClient = networkManagers.First(t => !t.IsServer);
var secondClient = networkManagers.Last(t => !t.IsServer);
Assert.AreNotEqual(firstClient, secondClient);

View File

@@ -112,6 +112,7 @@ namespace Unity.Netcode.RuntimeTests
{
s_Server = null;
m_Peers.Remove(ServerClientId);
m_LocalConnection = null;
}
public override void Shutdown()